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/pulls up pants to chest
/puts on old man glasses
/dyes hair gray
/puts on suspenders
Ahhh...I remember the old days, back when inventions where just thiiiiiisssss high. Back in the days before Ice Melee got it's buff. Back when Frozen Aura was just a sleep, and the Sandman Proc hit every mob, every time. Man, those were the days. Sure, it was still a crap power by itself, but with the proc, it meant I never had to run armors. Those were the days, I tell you.
/end oldmanrant -
I got 93.94%, too. I have no idea which one I missed.
Also, there are 20 question on the quiz. How does one go about getting a 93.94% on that?! With 20 questions, shouldn't each answer be worth 5%? -
Quote:While I agree with this, it does hurt sets that rely on resistance as their primary form of mitigation, especially when compared to Defense-based sets, considering the ease of which each can get to their respective 90% mitigation marks.
What a lot of this discussion comes down to is how likely are the devs to give us both access to high defense and access to good DR. I think that's not likely at all. As such, if getting good DR means losing access to high defense, I'll pass, because I like high defense much more.
And it is unlikely to be changed, which is sad. This is not only due to the fact that people would complain that their characters were nerfed if the Defense values were changed on IO sets, but also to the ability of certain sets to get high Defense AND high Resistance from sets.
I think it would have been a lot better to have a better mix of Defense and Resistance in IO sets from the beginning. But the likelihood of it changing now is slim to none.
And, since the game is still balanced on SOs, you're not likely to see Resistance values bumped up on Resistance-based sets, since with SOs they still give comparible survivability. -
Also, make sure that your Graphics drivers are up to date.
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Quote:Except that Maneuvers is a very weak buff to your Defense, whereas Weave is a bigger buff. Weave is over twice the Def buff that Maneuvers is, and takes less endurance to run.This is a very contradicting statement.
You say Maneuvers is a bad power for a Tank because "You're not there to buff the team, you're there to draw all of the aggro and survive it".
I think you forget that Maneuvers also gives the user a defense buff...thus adding to my survivability for when I draw all the aggro. -
Just FYI: Moldiver;
It's "Solo," not "Sool." So, Soloing vs. Sooling, etc. You seem like a foreign language speaker, so just wanted to clear that up for you. -
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Quote:I agree 100% with the dancing Cat.I hate to be part of a general, but polite dogpiling, but the seperation of look and effectiveness is a key and integral part of what I enjoy about this game.
Having to get a kneecap +3 Def global with a set look is far less apealing than getting a Steadfast +3 Def IO dropped into a power, than has zero effect on my look.
So sorry OP, I cannot agree that this suggestion is good for the game. -
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Quote:We cannot do this in the live version.What? Pardon my ignorance, but we can take a villain to the blue side? Vice versa?
I've always been curious about the red side. I'd take one of mine over to look.
What he is talking about is a feature that is going to be in the next Expansion of the game, called Going Rogue, which will allow for side-switching of a sort. -
All of your Offensive powers will be better. All of your Defensive powers will be weaker. That is the main change when going to a Scrapper.
All of your secondary powers have 75% the effectiveness of the Tanker version. There are some exceptions, though. I believe that Fast Healing has the same value, but it is still weaker in the Scrapper version because Tankers have more base HP anyways, for instance. -
Quote:Actually, wouldn't "the masses" get the least out of this? You know, those people who don't have a lot, wouldn't transfer a whole bunch. Whereas the people that do the hard stuff ("the few" in your definition), would get the most out of it, being able to transfer large sums to their other characters.ahh one of those classic MMO discussions that will divide players into two camps:
In camp one you have the purest who will say Hell no to a bank. They belive things should be hard. They are against making things easier for the general masses. They relish the grind of the game... probably, because they have the time to play A LOT.
In camp Two you have what I belive is the majority. Your casual game player that just does not have the time to waste figuring out who can we trust to pass a recipe to our alts.
You can make a bank an unlockable. You could just make it the next cool feature you give all players. But it's to way long overdo. -
Quote:Well, yes, the Brute will out-damage the Tanker in the long run, but the Tanker will be more survivable. That's because of the focus of the ATs are different. Brutes are more akin to Scrappers than Tanks. That doesn't mean that Tankers at higher level won't do good damage, just that it will be lower than Brutes, mainly by design.Thanks ^^
and i mean seem to suffer as in tank vs brute, the brute seems to have an advantage in the damage apartment.
and yes i want a elec/elec hero. the brutes seem to have a good balance of defence and offence and i liked that, but im a hero at heart and need something equivalent.
and i guess thats the question, i love being a tanker, and love being able to hit hard. so i was just wondering if one was "better" then the other for electricity. and sorry if this sounds noobish (just getting used to this mmo) but what do you mean by "heavy-hitting set"?
If you're going for an Elec/Elec hero, I'd say go Scrapper. /Elec Melee takes a while to get going for Tankers.
By a heavy-hitting set, I mean a set like Super Strength or Stone Melee, which has endurance-intensive, recharge-heavy, but high-damage attacks. Electric Armor not only has an endurance-regain power, but it also has a passive power which improves Recharge. This alleviates a decent amount of the problems these attack sets have.
Compare those to a set like Dual Blades, which has mainly lower damage, faster recharging powers. Since they recharge quickly anyways, they don't benefit hugely from +Recharge, and their endurance costs aren't that huge in the first place, so it's not much of a concern there, either.
So, if you were going to make a Tanker, I'd go Elec/Stone, or some combination thereof, if you wanted to do a lot of damage. -
First off, welcome to the forums!
Secondly, what do you mean when you say that "heroes seem to suffer in power as opposed to villains?" Do you mean less damage? Suffer how?
Secondly, do you want an Elec/Elec hero, or just the melee OR the armor set?
Secondly, what do you want to be able to do with this character? If you like to Tank, then make a Tanker. Sure, the set isn't necessarily the most Rugged set, but it's a good Tanker set, and once you get Power Sink, you'll never have endurance problems again. Pair it with a Heavy-hitting set, and you'll be just fine once you get to level 26. If you want to be more offensive, make a Scrapper! -
If Ice/Ice is proliferated to Brutes, now that the Fury bugs have been mainly worked out, and with the changes to Ice Melee fairly recently, it could come over as is.
Ice Melee provides about as much loss of Fury as any other set does, and Ice Armor is fine, too. It's certainly no worse than Dark Armor. -
I've used it on a Scrapper, Stalker, and a Brute now. It'll be a definite difference for any Tanker. Since Tankers usually have mobs on all sides of them, and with the radius as small as it is, you usually will NOT hit the people behind you. An arc behind you is usually safe, since it's out of the radius. However, if there are mobs behind the one you target, then they will likely be hit, whereas they might not in a normal PBAoE. So it's a give and take there, but for a Tanker in the center of a spawn, it'll likely be more noticeable.
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The game needs money sinks.
Before the market went in, the Devs made a post saying that there was over a Trillion Influence in the system. That money can be made very, very quickly playing the game. It needs to exit the system at some point, or rapid inflation will occur as everyone can afford more and more.
Putting all of the money that was sunk back into the system would be a bad idea, I think. -
Quote:Influence stopped being conceptual in-game a long time ago, with the release of Wentworths, where you can now transfer it to anyone, even if you have no idea who they are. Influence and Infamy are now straight-up forms of currency, despite their names.A bank in this game would not make cannon sense, and here's why influence and infamy while money in a sense is only that. We are not hired heroes and villians. If your house catches on fire and a fireman puts it out, do pay him $10,000. NO you don't that is their job to save lives. You will have a great deal of respect for that person and tell many people about it. That person now has some influence in the community.
I'm still not in favor of the idea 100%, but let's not pretend that Influence isn't money with a fancier name.
Quote:Killing servers is never a good idea, I have a few toons with the same name on different servers. If those servers were merged I would lose at least one of them. -
Just FYI, Gio: The server maintenance times are reserved daily, from now 7-9 am EST. However, they usually only take it down for maintenance on Mondays and Fridays. Patches tend to go live on Tuesdays, so it can sometimes go down then.
Also, after major releases (Issues), they can go down a little bit more often, just to fix bugs that have cropped up. -
Also, really early in the game, wasn't there no Resistance cap? Meaning that you could hit 100% Resistance to certain things, and just never die?
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How about also, AT-specific inspirations?
Have contacts throughout the City and Isles that give neverending missions, similar to Meg Mason or the guys in the Shadow Shard. However, each of them are tied to a specific AT. Within these missions, you get inspirations like normal, however, each mission can also drop AT-specific inspirations.
Things like:
Tankers: 60-foot radius taunt, for those "oh ****" times
Controllers: All controls last 1.5x their normal length (50% increase in duration)
Defenders: Grant random inspiration to all teammates in range
Blasters: Either a Defiance 2.0 boost, or allowing them to use the Tier 3 primary power and Tier 2 Secondary power while mezzed
Scrappers: Double the critical chance on all primary set powers
Dominator: 25% increase in duration of mezzes, 25% damage boost
Corruptor: Increased chance to Scourge, and earlier Scourge start
Brute: Increased speed for Fury generation, or slower decay of it
Stalker: Global Recharge buff, decreased time to get back to Hidden status
Mastermind: Gives random inspiration to all pets in range -
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Wouldn't this open the door wide open for exploitation?
What I mean is this: You create a character on one server. You level him up, and get a good build going on him. You load him up with tons of purples or rare IOs that are expensive. You transcend him to let's say three other servers. Now, you've got four copies of him, including the original.
You then take the three new copies of him, and do respecs on him, and sell off all of those expensive IOs, and then transfer that money back over to the original character any time you want (or any other characters you have, for that matter).
What, in your system, would prevent something like that from occurring?
For the record, I'd be much more in favor of a "serverless" environment, where you can find people from any server and team with them. -
Quote:Dude, it was hyperbole. It wasn't a strawman argument. It was to point out that some work does need to be done, even by casual players. It was to point out that the more work you put in, the more you get out. But apparently you missed those points.sure dude, I called you out; backpedal away. I won't hold it against you.
I also like these two quotes from the very same post:
Quote:I think you have me mistaken for someone else, I'm not upset at all. I know its fun to be Dr. Phil, but it takes more than 101 psych 7 years ago in college to do that job.
Quote:It's pretty obvious yo have nothing to say, so now you are trying to cast me in a derogatory light so that others might side with you.
Your point was that it shouldn't take work to find a team. It doesn't. What does take work is to find a team faster, and potentially better teams. There's nothing wrong with that, and is expected in EVERY. SINGLE. MMO. If you think that you can't find a team, on the most populous server, with just broadcast or setting the team flag, then I don't know what to tell you. I can do just that on a much less populated server. So, the very thing that you say that we should want on a more populated server is exactly what we do have on the servers we're currently on. So why would we want to change that?